Effect:
Until the end of your next turn, your body automatically adjusts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments. You can breathe and move and take no damage from simply being in the environment. This may reduce damage from extreme environmental features such as Acid or Fire at the DM’s discretion.

Sustain Standard:
Your body continues to adapt.

Augment 1

As above, and the duration is one hour.

Amnesia

Paragon Talent Feature

Who am I?

At-Will ? Augmentable, PsionicStandard Action ? Ranged 5

Augment 1

Attack:
Charisma vs. Will

Target:
One creature

Effect:
You interfere with the memory of the target. The subject is unable to remember anything that occurred prior to the onset of Amnesia. The target remembers events that occur after the onset of Amnesia normally. Specific effects may vary; generally the victim remembers how to walk, talk, eat, and other physical skills. Knowledge based skills such as lockpicking or psionics would be temporarily forgotten but talents such as athletics or weapon skill would not. General personality traits remain despite the loss of memory.

Sustain Standard:

Attack:
Charisma + 5 vs. Will

Hit:
The effect persists.

Special:
If the effect was maintained longer than 30 seconds, the sudden return of memory leaves the target Dazed (save ends). If the effect was maintained longer than 1 minute, the sudden return of memory leaves the target Stunned (save ends) with an aftereffect of Dazed (save ends).

Augment X

As above, and you make the effect semi-permanent. Treat the effect according to the Disease rules with an improve DC equal to your Psionics + Charisma + 10. Full recovery requires a number of successes equal to the number of augmentations used. This cost is in addition to the instantiation cost of 1. Making the effect semi-permanent requires five rounds.

Effect:
You create a zone within range. Until the end of your next turn, you know where you are, including the distance and route, in relation to the zone.

Sustain Minor:
The anchor persists. After manifesting, you can continue to sustain the zone beyond 20 squares.

Augment 1

As above, and the duration is one hour.

Attraction

Wild Talent Feature

With a little effort, even kank flesh can be made appealing.

At-Will ? Augmentable, Psionic, CharmStandard Action ? Ranged 10

Attack:
Charisma vs. Will

Target:
One creature

Hit:
You plant a compelling attraction in the mind of the target.

Effect:
Until the end of your next turn, the target takes reasonable steps to meet, get close to, attend, or find the object of its implanted desire. The attraction can be toward a particular person or object.

Sustain Standard:
The effect persists.

Augment 1

As above, and the duration is one hour.

Aversion

Wild Talent Feature

With a little effort, even kank nectar can be made unappealing.

At-Will ? Psionic, CharmStandard Action ? Ranged 5

Attack:
Charisma vs. Will

Target:
One creature

Hit:
You plant a powerful aversion in the mind of the target.

Effect:
Until the end of your next turn, the target avoids the subject of the aversion as much as possible without exposing itself to other dangers. This may include, e.g., moving away from an object or creature, refraining from an action, or avoiding a word’s use.

Sustain Standard:
The effect persists.

Augment 1

As above, and the duration is one hour.

Body Adjustment

Wild Talent Feature

You take control of your body’s healing process.

At-Will ? Augmentable, Psionic, HealingStandard Action ? Personal

Augment 1

Effect:
You heal as though you spent a healing surge.

Body Equilibrium

Wild Talent Feature

Only a fool wades through the silt. I find it much easier to walk upon it.

At-Will ? Augmentable, PsionicStandard Action ? Personal

Effect:
You adjust your body’s equilibrium to correspond wihth any solid or liquid that you can stand on until the end of your next turn. Thus, you can walk on water, silt, or even a spider’s web without sinking. You can move at your normal speed, but you cannot run. If you fall while using this power, damage is halved.

Sustain Standard:
The effect persists.

Augment 1

As above, and the effect lasts until the end of the encounter without being sustained.

Catfall

Wild Talent Feature

I never understood why people are so afraid of heights.

At-Will ? Augmentable, PsionicImmediate Reaction ? Personal

Trigger:
You fall from any height.

Effect:
You take damage as if the fall were three meters shorter per Tier of Psionics ranks. You recover instantly from any fall that does not kill you.

Augment 1

As above, except you take damage as if the fall were ten meters shorter per Tier of Psionics ranks.

Cloud Mind

Wild Talent Feature

Watch me lift his purse from his belt. He won’t even know I’m there.

At-Will ? Augmentable, Psionic, CharmStandard Action ? Ranged 5

Attack:
Charisma vs. Will

Target:
One creature

Hit:
You make yourself undetectable to the target by erasing awareness of your presence from its mind.

Effect:
Until the end of your next turn, you are invisible, inaudible, and otherwise undetectable to the target. The target remains unaware of your presence so long as you make no obvious or threatening changes to its environment. Moving a large object, making an attack (versus the target or otherwise), or opening a door and letting your allies in are all examples of actions that would end the effect immediately.

Sustain Standard:
The effect persists.

Augment 1

As above, and the duration is until the end of the encounter.

Control Air

Wild Talent Feature

You redirect the winds into the silt skimmer’s sails, to the delight of her captain!

Effect:
You create a zone of controlled air within the burst. Until the end of your next turn, you you can redirect winds in the zone up to 90 degrees.

Sustain Standard:
The zone persists. You can move the zone up to your speed when you sustain it. If you manifest the zone about an object, e.g. a silt skimmer’s mast, your sustaining effort keeps the zone about the object regardless of the object’s speed as long as the object remains in range.

Augment 1

As above, and you can also increase or decrease the wind’s intensity within the zone up to 10km/hour per Tier of Psionics ranks.

Control Body

Paragon Talent Feature

Do the twist!

At-Will ? Augmentable, PsionicStandard Action ? Ranged 10

Augment 1

Attack:
Charisma vs. Fort

Target:
One medium or smaller creature

Hit:
You telekinetically restrain the target with the force of your mind.

Effect:
Target restrained until the end of your next turn. You may spend a move action to slide the target a number of squares equal to 1 + your Charisma modifier or knock it prone. Sliding the target into danger or a harmful effect, such as off a cliff edge or into lava, allows an immediate save at +5 to end the power’s effects.

Sustain Standard

Attack:
Charisma + 5 vs. Fort

Hit:
The effect persists.

Augment 3

Attack:
Charisma vs. Fort

Target:
One medium or smaller creature

Hit:
You telekinetically manipulate the target with the force of your mind.

Effect:
Target stunned until the end of your next turn. The controlled target moves like a puppet, with jerky and clumsy movements. You may force the target to make gross movements such as sitting down or waving its arms. You may spend a move action to slide the target a number of squares equal to 1 + your Charisma modifier or knock it prone. Sliding the target into danger or a harmful effect, such as off a cliff edge or into lava, allows an immediate save at +5 to end the power’s effects. A controlled target can make a slam attack.

Effect:
You pyrokinetically control the intensity of one nonmagical fire source within range until the end of your next turn. You can dim, extinguish, or enhance the flame or sustain its burn without a fuel source.

Sustain Standard:
The effect persists.

Augment 1

As above, and the effect lasts until the end of the encounter without being sustained.

Augment 1

Effect:
You animate the flame. It has movement equal to your own and may move into occupied squares.

Attack:
Wisdom vs. Reflex or Intelligence vs. Reflex

Target:
Occupant of animated flame’s destination

Hit:
1d6 + Wisdom modifier or 1d6 + Intelligence modifier damage.

Special:
You may only use one augmentation each time you manifest this power.

Control Light

Wild Talent Feature

Aziz! Light…thank you Aziz.

At-Will ? Augmentable, PsionicStandard Action ? Ranged 20

Target:
One light source within range

Effect:
You increase or decrease illumination from the light source until the end of your next turn. The increase or decrease can be effected suddenly or gradually and without notice. You can dim light to the point it is extinguished or brighten it enough to double its output.

Sustain Standard:
The effect persists.

Augment 1

As above, and the effect lasts until the end of the encounter without being sustained.

Control Object

Wild Talent Feature

May I have this dance?

At-Will ? Augmentable, PsionicStandard Action ? Ranged 20

Target:
One unattended, unliving, inanimate object up to 50kgs within range

Effect:
You telekinetically animate the target until the end of your next turn. The controlled object moves like a puppet, with jerky and clumsy movements and a speed of 4. Small, intricate, and even rigid objects can be animated; rigid objects noisily creak, grate, and groan as they move. A controlled object can make a slam attack.

Attack:
Intelligence or Wisdom or Charisma vs. AC

Target:
Creature adjacent to controlled object

Hit:
1d6 + Intelligence or Wisdom or Charisma modifier.

Sustain Standard:
The effect persists. Each time you sustain the effect, the object receives one standard action.

Augment 1

As above, and the effect lasts until the end of the encounter without being sustained. Control sustained via augmentation still requires, on the part of the manifester, a minor action to direct the object to move and a standard action to direct the object to attack.

Effect:
You alter the sound until the end of your next turn. Sounds may be muffled to a whisper (but not silenced) or enhanced to an uncomfortable roar. You can substitute any sound you have heard for the target sound. You could thus replace the words of a speaker as he speaks or make marching troops sound like a bubbling oasis. If you attempt to exactly duplicate the voice of an individual or an inherently terrifying sound (e.g. the Dragon’s roar), you must make a Bluff check.

Sustain Standard:
The effect persists.

Augment 1

As above, and the effect lasts until the end of the encounter without being sustained. Some uses, like replacing a speaker’s words, require the active attention of the manifester and cannot be passively sustained.

Deja Vu

Wild Talent Feature

Didn’t he just do that?.

At-Will ? Psionic, CharmStandard Action ? Ranged 10

Augment 1

Attack:
Charisma vs. Will

Target:
One creature

Hit:
Your mental impulse causes the target to repeat the actions it took on its previous turn. If cicumstances make the previous turn’s actions impossible, the target is instead dazed until the beginning of your next turn.

Distract

Wild Talent Feature

What were we talking about?

At-Will ? Psionic, CharmStandard Action ? Ranged 10

Attack:
Charisma vs. Will

Target:
One creature

Hit:
You cause the target’s mind to wander until the start of your next turn.

Effect:
Effects will vary with context. Examples include causing a penalty to the target’s perception checks, interrupting the target’s current behaviour, or causing the target momentary confusion about what it is doing.

Empathy

Wild Talent Feature

I can feel his pain.

At-Will ? Augmentable, Psionic, CharmStandard Action ? Ranged 10

Attack:
Wisdom vs. Will

Target:
One creature

Hit:
You detect the surface emotions of the target.

Effect:
Until the end of your next turn, you can sense basic needs, drives, and emotions of the target. Thirst, fear, friendliness and many other moods can be perceived.

Sustain Standard:
The effect persists.

Augment 1

As above, and the duration is until the end of the encounter.

Float

Wild Talent Feature

Why fear the Sea of Silt when it can be casually floated upon?

At-Will ? PsionicStandard Action ? Personal

Requirement:
You must be in a suitably viscous liquid-like substance.

Effect:
Until the end of your next turn, you mentally support yourself in water, silt, or similar liquid-like substance. You have a swim speed of 2 while manifesting this power.

Sustain Standard:
You continue to float.

Augment 1

As above, and the effect lasts until the end of the encounter.

Matter Agitation

Wild Talent Feature

You’re looking a little…agitated.

At-Will ? Augmentable, PsionicStandard Action ? Ranged 10

Attack:
Wisdom vs. Fort

Target:
One creature or mundane object

Hit:
You agitate one half square meter of surface material of the target.

Effect:
Until the end of your next turn, you excite the structure of the target area, heating it. Skin reddens (1 point of damage), metal becomes uncomfortably warm, and readily ignitable materials smolder.

Special:
This augmentation requires manifesting the previous augmentation. Total cost is thus 2.

Object Reading

Wild Talent Feature

To whom did you belong, little obolos?

At-Will ? Augmentable, PsionicStandard Action ? Melee Touch 1

Augment 1

Attack:
Wisdom vs. Will

Target:
One unattended object

Hit:
You learn details of the target’s previous owner.

Effect:
Objects accumulate psychic impressions left by their owners. When reading the target, the amount of information revealed depends on how long you study it:

1st turn: Last owner’s race.2nd turn: Last owner’s gender.3rd turn: Last owner’s age.4th turn: Last owner’s intentions.5th turn: How last owner gained and lost the object.6th turn: Next-to-last owner’s race, and so on.

Special:
The target Will is the Will Defense of the owner being read.

Special:
The manifester may take no other actions in a round when manifesting this power.

Special:
The manifester must pay the augmentation cost and make the attack for each successive owner read. On a miss, the manifester may pay the augmentation cost to try again, or may pay the augmentation cost to move on to the next owner in succession without spending any more time.

Psychic Veil

Paragon Talent Feature

No, I’m the REAL slim shady!

At-Will ? Augmentable, PsionicStandard Action ? Ranged 20

Augment 1

Target:
One creature

Effect:
Roll Psionics + Charisma to set a passive perception DC. You disguise yourself or one size M creature or object to a target within range that fails the DC. You may disguise all attributes including sounds produced, speach patterns, and visible appearance. Interaction that could reveal the disguise allows the target an active perception check, including interacting with an impersonated individual or object that is known to the target. The disguise must be of similar size to the disguised entity. You must be aware of and have line of effect to the target and the disguised entity at all times, or the power fails.

Sustain Minor:
The effect persists.

Augment X + 1

Effect:
As above, and you may disguise a creature or object X size categories larger than M.

Augment 3

Effect:
As above, and you may disguise any number of creatures or objects to any number of targets to a limit of Psionics + Intelligence, subject to DM approval.

Read Thoughts

Paragon Talent Feature

I can feel his pain.

At-Will ? Augmentable, Psionic, CharmStandard Action ? Ranged 10

Augment 1

Attack:
Wisdom vs. Will

Target:
One creature

Hit:
You detect the surface thoughts of the target.

Effect:
Until the end of your next turn, you can act as an audience to the target’s mental activity. Internal deliberations of the target’s mind are perceived as though party to a conversation with the target. Manifesting this power on a target that thinks in a different language results in emotional impressions in the form of pictures and sounds, but no understandable words or mental commentary accompany the information.

Sustain Standard:
The effect persists.

Augment 3

As above, and anything on the target’s mind, including recent experience in “short term memory”, is easily discerned.

Special:
You must roll a new attack at + 5 and pay the full Augmentation cost to “dig deeper” if you started on a subject’s mind with surface thoughts only.

Sense Link

Wild Talent Feature

I can see what you see.

At-Will ? Augmentable, PsionicStandard Action ? Ranged 20

Target:
One willing creature

Effect:
Until the end of your next turn, you perceive what the target perceives using its sight, hearing, taste, touch, or smell. Once the power is manifested, the link persists even if the target moves out of range. You are subject to any effects to which the target is subject (e.g. gaze attacks if linking sight) and any enhancements the target has to its senses (e.g. target manifests Synesthete). The target functions as an independent sensory organ; e.g. if you are deafened, you can hear through the target’s ears normally.

Sustain Standard:
The link persists. When sustaining the power, you may choose to switch which sense is linked.

Augment 1

As above, and the effect lasts until the end of the encounter without being sustained.

Augment 1

Attack:
Wisdom vs. Will

Target:
One unwilling creature

Hit:
You create the Sense Link with the unwilling creature.

Effect:
As above, except you may not switch the linked sense when sustaining the power.

Sustain Standard:
The link persists.

Special:
You may only use one augmentation each time you manifest this power.

Special:
You grant combat advantage to all opponents when using Sense Link.

Sensitivity to Psychic Impressions

Wild Talent Feature

Terrible events came to pass here.

At-Will ? Augmentable, PsionicStandard Action ? Close Burst 5

Augment 1

Attack:
Wisdom vs. DC

Target:
Psychic impressions within the burst

Hit:
You gain historical vision about the target.

Effect:
Locations accumulate psychic impressions left by powerful emotions experienced there. When reading the target, the manifester navigates an emotional dreamscape while in a trance-like state. For each minute spent in the dreamscape, the manifester perceives the major emotions of one event. The types of events most likely to leave impressions include death, birth, murder, marriage, battles, betrayals, etc. Each successive minute in the dreamscape leads to the next previous event historically, most recent first.

Special:
The target DC depends upon the strength of the emotional imprint and its distance into the past.

Special:
The manifester may take no other actions in a round when manifesting this power and is considered to be sleeping for purposes of environmental awareness.

Special:
The manifester must pay the augmentation cost and make the attack for each successive event read. On a miss, the manifester may pay the augmentation cost to try again, or may pay the augmentation cost to move on to the next event in succession without spending any more time.

Skate

Wild Talent Feature

You skate across the terrain like a stampeding kank.

At-Will ? Augmentable, PsionicStandard Action ? Melee Touch 1

Target:
You or one willing creature or one unattended object.

Effect:
Until the end of your next turn, the target can skate along solid ground as if on smooth ice. If manifested on a creature, the subject retains equilibrium by mental desire alone, allowing graceful skating, turning, and stopping as desired. +3 to target speed, -1 to attacks, AC, and Reflex. If manifested on an object, treat the object as 1/10th normal weight for the purpose of dragging it along the ground.

Sustain Standard:
The effect persists.

Augment 1

As above, and the effect lasts until the end of the encounter.

Sustenance

Wild Talent Feature

I am a rock and rocks need neither food nor water.

At-Will ? Augmentable, PsionicStandard Action ? Personal

Augment 1

Effect:
You can go without food and water for one day. Each time you manifest this power, your body manufactures sufficient solid and liquid nourishment to satisy your needs for that time.

Synesthete

Wild Talent Feature

You feel…shiny.

At-Will ? Augmentable, PsionicStandard Action ? Personal

Requirement:
The skin of your face must be exposed.

Effect:
Until the end of your next turn, you haptically interpret either visual or auditory information; you can thus “feel” light or sound. Your other senses continue to function normally. When feeling light, you have your normal visual acuity even when your eyes are closed; this could make you immune to gaze attacks. When feeling sound, you have normal hearing ability even with your ears plugged; this could make you immune to sonic attacks. When synthesizing a sense that is not impaired, the extra sensory information could provide perception bonuses.

Sustain Standard:
The effect persist. You can switch the synthesized sense each time you sustain the power.

Augment 1

As above, and the effect lasts until the end of the encounter. Switching the synthesized sense when augmenting the manifestation requires a minor action.

Target:
One ally, creature, or object. In any case, up to 50lbs within range.

Effect:
You either move the target at a speed of 5 to a square within range or manipulate it as though with one hand. The target remains aloft and is immobilized until the end of your next turn. You can end this effect as a free action, and it ends if you end your turn out of range of the target. If you cease concentration, the object falls or stops. If you spend at least 5 turns concentrating, you can attempt to break or burst a non-living target using Psionics + Charisma. You may use the target to bull rush.

Attack:
Charisma vs. Fort

Target:
One creature within range.

Hit:
Push the target 1 square.

Sustain Standard:
The target remains aloft and is immobilized until the end of your next turn, and you can manipulate it or move it to a square witin range. Alternatively, you can drop the target and then use the power on a new target. Sustaining the power against a creature, either one already affected or a new target, requires a new attack roll.